Few notes for this match up.
Bison clearly wins in neutral. The problem is keeping her out from the air.
As long as she is not coming down directly on your head or crossing you up with her jump attacks, C.MP should be able to deal with all her jump ins. Whiles its not an anti air, Laura has massive hurtboxes around all her jumps in that makes her susceptible to moves that aren’t really anti airs. Your effectively only loosing 10 damage but your shaving 5 frames off your anti air start up when you consider C.HP hitboxes takes an additional frame to get above Bison’s head after it goes active. Harks back to the days of Super Turbo and anti airing T.Hawks body splashes with C.MP. #old school.
Laura’s forward/neutral throw followed by a forward dash is 0. As she has a 3 frame normal in S.LP she has the advantage. However if Bison has one stock of EX Gauge he can use the 4 invincible frames of EX. Head Press to escape. If Laura’s instead opts for her 6 frame command grab, EX. Head Press will avoid it because it goes airborne on frame 6 and will punish the whiffed command grab. Bison can use a 4 frame normal to trade or stuff all her other options if Laura gets wise to the above and tries a different normal.
The same applies to Laura’s Blot Charge Rodeo Break (she ends up on the same side), which also leaves her at 0 after a forward dash.
The same applies to Laura’s HP Bolt Charge anti air.
Bolt Charge Split River (she ends up on the opposite side) actually leaves Laura negative on a forward dash so you can simply punish her if she tries it.
Laura’s back throw followed by a forward dash leaves her +2. EX. Head Press will evade all light attacks and her C.MP, but you will loose to her S.MP and her command grab. Block and V-Skill or guess and hold up.
Her command grab leaves her at -4 if she dashes forward at it. Punish her accordingly. Her other option here is meaty LP.Bolt Charge which leaves her at -1 but will link to S.LP on hit and more on counter hit, or fish for a crush counter with meaty S.HK. Both options can be avoided with EX. Head Press.
Laura’s with good reaction can punish the EX. Head Press reversals with HP. Bolt Charge AA, but Bison can switch it up with EX.Devils Reverse at no extra meter cost, the flip part of it having 16 frames of invincibility. More than enough evade HP.Bolt Charge with the correct timing (it has 8 active frames).
The caveat to using EX. Head Press to evade the above set ups, is they assume perfect timing on the Laura players part, if they are a frame slow they will likely catch the Head Press on frame 5 which has no invincibility and is still grounded. Of course if they are slow with these set ups you could potentially interrupt them with a 4 frame normal.
You could also apply the same logic to other situations where frame advantage is equal.
For example LP Level 1 Bolt Spark is 0 on hit.
VT Level 1 Bolt Spark is 0 on block.
V-Skill Volty Line is 0 on hit.
Granted in the heat of battle its going to be difficult to react, but Laura is likely always to go for her 3 frame S.LP to start her pressure, but as it only has 2 active frames so EX. Head Press will evade. If she goes for anything else you interrupt with a 4 frame light attack.
Other tips.
Hold up when you get hit by MP. Bolt Charge, Laura players often like to sacrifice the guaranteed damage of the throw follow up and instead go for a command throw for 99 extra damage and 65 extra stun. Punish them for their insolence.
LP. Bolt Charge is -2 on block and +2 on hit. Space her out out with a Light xx Pyscho Blast on block.
MP. Bolt Charge is -7 on block and +2 on hit.
Level 1 Bolt Spark is 0 on hit and -5 on block.
Level 2 Bolt Spark and VT Level 1 Bolt Spark are 9 on hit and 0 on block.
V-Skill Volty Line is -7 on block.
V-Reversal is -2 on block but on hit and after a forward dash she is +9 if you quick rise and +14 if you back quick rise.